DUNGEON INITIATIVE

     have been doing research on this topic but couldnt find anything. maybe just not searching for right key words but whatever.

    after my last dnd session, me and my group were discussing how to make dungeons better. we all agree that we like dungeon challenge, but still something was missing. the solution that we are going to try out is what we call dungeon initiative. the idea is that we are still going to be turn based even while not being in combat. their are actions you could take like choosing what pace to move at, what action to take (skill check, search a 10x10 area, use an object, etc.), what bonus action to take (anything that takes an action in combat can be done as a dungeon bonus action). you would roll initiative either at the start of the session or new initiative for each floor, havent decided.

    on initiative count one, the dunegon has its turn. during this turn, the dm has any torchbearer roll a torch check to see if it goes out, a wandering monsters check to see if the party encounters them, and a tired check to see if anyone needs to rest or gain a stress (stress is my exhaustion, will make a full post on it one day).

    the main goal of dungeon initiative is to keep the timeline of the game in check. a problem we kept encountering every dungeon challenge is that while a character was in combat, the others would fall behind timeline wise and we would have to catch uup and just handwave it. hopefully dunegon initiative will fix this.

when i play this, will make a post about it,

galdurian adventurist

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